#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 vertexColor;
layout (location = 2) in vec2 texCoords;

out vec3 verColor;
out vec2 texCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0);
	verColor = vertexColor;
	texCoord = texCoords;
}